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TC in the next session

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Ghosthack:

--- Quote from: Sarakin on October 14, 2011, 11:50:42 PM ---So if I get it right, if two gangs are present in the city, influence for both gangs ceases to grow. Numbers wont matter ? So even one or few guys with acceptable equip can stop influence of a swarm of 40 people ? Wouldnt be better to just reduce influence gain (so with 1:1 forces ratio, thats when it should cease) ?

--- End quote ---
Maybe, will think about it.

--- Quote from: Sarakin on October 14, 2011, 11:50:42 PM ---How will the gang know that the influence is rising ? Will we see a influence bar in interface or somewhere ?

--- End quote ---
Some text when active, like with TC. You can also type a command to see what your faction's influence is in the town.


--- Quote from: Sarakin on October 14, 2011, 11:50:42 PM ---Also I see problem with influence gaining during the night, which might be a bit fixed if the influence wouldnt grow so fast.

--- End quote ---
"Night" depends on timezones, it's the same problem that was with time windows.


--- Quote from: Johnnybravo on October 14, 2011, 09:47:39 PM ---How is that going to allow players to run a town without having to shoot everyone?
And is there any way to address faction identification?

--- End quote ---
Not sure who you are addressing but the point is to try to penalize controllers as little as possible (it opens up to abuse most of the time) and instead focus on how to give incentives (see Jovanka's post) to behave good towards people that aren't involved in TC.

Ulrek:
Just as a side note.

In addition to the boost for letting people do things in town, there should also be a "limit" on how much of a boost they could give per day, such as only letting a single non-gang member boost influence up to set amount, or have it scale so that the actions only give 10% of what it normally gives after a while, to prevent auto clickers and proxies from exploiting, but still giving a reason for them to let people in.

-Ulrek-

Lordus:
Izual:

 Inactivity of 2 minutes => autoclicker. But i dont see this as a problem. Searching for inactive alts could boost "small pvp actions". Problem i see is INACTIVE PLATOON of sneakers :))

Influence (zones):

 I am agaisnt zones (in general), because zones in past two eras leads to situation, that most pvp actions in cities are in same, well known parts of cities. Without zones, players and their tactics will be more free.

 Problem i see are hotel rooms. Hotel room filled of afk platoon of players to raise influence..

"Roleplay":

 Problem i see in roleplay activities of major gangs (TTTLA, Samaritans,BHH,...). They caputre the city and try to roleplay there (invite players, organize small pvp actions, pve trips,..) that are different from shoot in sight kind of  "roleplay". But this will be no more, because EVERY player of 2238 is soon or later gang player (because he soon or later buy base). So this idea of influences will be purely against any roleplay i described, because every neutral, friendly, unnamed, newbie (with base),.. would be considered as hostile (by influence mechanism) and by controling team (because he will eliminate or lower their raise of influence), so this influential system will support only player killing, rather then other interactive activity with players. :/

 

avv:

--- Quote from: Rascal_ on October 14, 2011, 09:59:33 PM ---no1 want spies/bombers/looters/suicide bursters inside controlled town so all those ideas to decrease "influence" for shooting "bluesuits" are just out of space
--- End quote ---

Nobody's talking about decreasing influence per killed bluesuit. Point was that random towngoers could give additional influence to the tc gang if they were allowed to do their bussiness in peace. It's easy to learn who is troll and who is not by simply not shooting them on the sight immediately.


--- Quote from: Sarakin on October 14, 2011, 11:50:42 PM ---Also I see problem with influence gaining during the night, which might be a bit fixed if the influence wouldnt grow so fast.
--- End quote ---

This could be fixed by getting more influence depending on how many players are online globally. The server checks the peak player ammount, currently about 200 players in the evening. Then it checks the bottom ammount, which is about 70 players in the night and morning. If some abusers like to do tc at night/early moring they get less influence because the danger of attack is smaller due to less players online globally.

maszrum:
i really like the concept of new version of TC. however im slight worried about whole new way of abuse like camping buildings, EXIT grids.. but from other hand, its finaly something new. cant wait  next year for implement! ;)

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